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Made in gb
Boosting Ultramarine Biker






Cardiff,Wales.

A Compiled list of all rules I have made for my ever growing types of objectives/tokens,
If anyone wants to suggest Improvements or additions to any of the rules,in order to fit into new rule-sets,different game types so on,
Post them below and i will add them to the list.If there are any double posting of the rules or missing rules for a specific marker again lemme know and i will fix that.
.......................

[Unspoilering will reveal alot of text]

Spoiler:
Chemical Fuel Cache.
Used to make the special napalm promethium used in hellhound tanks,and large flamethrowers.+1 Strength to all flame weapons,
can be sold as a fuel cache "shadow war,necromunda"

Ulramar Mk-1 Cache.
Highest Quality Supplies from Macragge itself,Includes A Master Crafted Boltpistol,Vehicle Maintenance Pack,Auspex Scanner.

Mechanicus Mk-1 Cache.
Highest Quality Basic Supplies from Mars itself,Includes a Master Crafted Lasgun,Frag&Krak Grenades,Camo Roll.

Pallet of Imperial Combat Shields.
Blessed by the high lords of terra,Grants a 5-Man squad Combat/Boarding shields each of which grants a 6+ Invulnerable save and 1+ Toughness to the carrying unit,but only pistol type weapons can be used.

Magics Store.
Classic fantasy shop for the beginners and veteran adventures of all trades,if captured during battle can be sold for a bounty of credits,gold,fuel or whatever currency is used,
if kept,grants various one off magics&psychic ability's cast from the scrolls and runes,allowing the use of 6 randomly determined "powers" and the ability to poison a single squads weapons of any type.

Archeotech Laspistol.
Built during the dark age of technology to a standard not seen for 10thousand years,once captured during battle can be sold for necromunda pricetag for a master crafted laspistol,or kept and horded in the stash for later use,x1 Master crafted laspistol with improved ammo roll.

Gas Protection Kit.
Provides hazardous environment protection,from both airborne toxins and biological contaminants,as well as smoke,
enabling a 10man squad to resist attacks from airborn plague and gass attacks for 5 turns of protection,can also be captured and sold for a fuel cache "shadow war"

Pallet of Royal Linens.
Can be captured and sold for 100credits/1Fuel Cache.

Anti Submarine Nets.
Denys movement to Underwater units,which stop when they hit the fence/net,can be destoryed each section of net having 15 structure points per section.

Seabase Fixed Cannon Defenses.
Static Cannon defenses Complete with Anti Submarine netting,used to defend "sea base" structures.

Torpedoes in the Water.
Incoming Torpedoes are the last thing any man or women at sea wants to hear,usually fired by submarines,but can also be dropped by aircraft,trailing bubbles and foam allows the crew of any armed ship,
to fire at said ordnance with a chance of destruction and saving the torpedoes target,does 8 points of damage per hit.[small torpedoes]

Commorragh Storefront.
Dark Eldar Basic Supplies Shop,Grants the use of Plasma Grenades and Weapon Reloads. "shadow war/necromunda"

Broken Isotropic Fuel Rod.
A Melted down Fuel Rod forming a Lethal "Radioactive Elephants Foot" Compound,Used to pollute an area as area denial equipment,intentional or not,acts as rad grenades with the same effects when within 24" of a broken fuel rod,,hitting all in range once per turn,can be destroyed but not easily Toughness-6,Wounds-9.

Iron Warriors Cache.
During the long sieges employed by the iron warriors,additional power&equipment is usually required,can be sold for a single fuel cache "shadow war,necromunda"

Tainted Boltgun.
Grants a single demon boltgun with improved strength +1 but on a 6 to hit the gun explodes in warp flame the entity within killing the user outright for bad shooting.

Titan Killer Shell.
Deep within the Ruins of Underhive Manufactorums stand the super rare and valuable Titan Killer Shells,built with knowledge long since forgotten,
Capable of destorying almost anything with its apocalyptic blast,Can be Sold for a large Bounty of 4 Fuel Caches or its equivalent in Credits "Shadow War/Necromunda"

Photon Grenades.
Upgrades 5/10 units with photon grendes at no cost,"Shadow War".

Imperial Hunter killer Missile Platform.
Can be commanded from any data or communications nexus in the local area "including designated vox systems",allows the launch of 4 hunter killer missiles at a max of 1 per turn,and can be destroyed T-4 W-2.

Weaponsmiths Store.
Classic fantasy shop for the beginners and veteran adventures of all trades,if captured during battle can be sold for a bounty of credits,gold,fuel or whatever currency is used,if kept,grants a single master crafted weapon sword or bow,and several swords/daggers/knifes/spears/Arrows.

Dwarf Cannon & Gunpowder.
Dwarf forged by Master Craftsmen,allows a single shot from the cannon with random effects determined by D6 1/2 nothing,3/4 solid shot,5/6 scatter shot,Strength 6/4 Range 36"/18"
,Can be captured and sold for a bounty of 100Credits/1Fuel Cache,classed as a heavy weapon.

Underhive Scrap.
Worth a Small Bounty of 10Credits a Piece,Scavenging for usable parts within the scraps.

Tyranid Wound Tracker (Large)
For some of the bigger beasts or a squad that's taken many wounds,represents x2 wounds or casualty's.

Black Ops Mk-2 Cache.
During high risk missions imperial spys often start without weapons "OSP" on site procurement,either by taking the enemy's equipment,or using pre-prepared and hidden weapons caches,containing all the basic gear needed to start a black ops mission,
The Intermidiate Mk-2 supplies include a flamethrower with a reload and alot of extra fuel,holstered laspistol,krak grenades,a scope/telescopic sight,and water/rations.Can be captured and sold after battle for 1 fuel cache "shadow war/necromunda"

Gunslingers Kit.
Grants a single unit a pair of boltpistols,krak&frag grenades,plus a auspex scanner to better hunt there quarry,can be captured/hoarded or sold for Necromunda price tag.

Fallen Heros Resting Place.
When imperial forces are within 6" of the fallen heros resting place troops fight harder to emulate the deeds of the fallen +1 Strength,
Can be Destroyed Toughness-2 Wounds-2.

Blunderbuss & Gunpowder.
Grants a single unit the use of a low tech shotgun for close encounters,Strengh-3 D3 Hits.

Barrel of Grog.
Worth a bounty of 1 Fuel Cache "shadow war/necromunda" alternatively can be used to temporally increase the toughness of a gang by +1 but at -1 Initiative,
Due to the numbing effects of the strong alcohol they feel less pain,and therfor become tougher,but also react slower.

Heavy Bolter Upgrade.
Grants a heavy bolter upgrade and a reload for it free of cost for a squad specialist yet to have the use of a heavy weapon "shadow war/necromunda" can be hoarded in the gang hideout,or sold for credits/fuel.

Arrows.
Arrows for 2 Archers,can be captured robbing archers of there ammo.

Pallet of Shootas.
Upgrades x2 Orks with a shoota & +1 Reload "shadow war/necromunda" Can be sold for upgrade purchase cost.

Pallet of Ork Armor.
Upgrades a single orks armor Save by +1 "Shadow War/necromunda"

It's Adamantium.
The hardest man made metal there is,these adamantium shoulder plates grant x3 gangers a +1 improved armor save,alternatively worth 1 fuel cache when sold after capture.

Archeotech Hoard.
Archeotech Objective Marker Mission Rules,Human Based Missions Regarding retrieval of Technology and or Information Vital to the war effort,alternatively just to feed a techpriests need to gather knowledge,Chaos Missions Based around Summoning up Monsters,retrieving Ancient Texts,or same as the above mission critical information,suggested uses in Kill Team and Shadow War/Necromunda Type Games,fighting over vital supplies,and or better equipping in game forces.

Special Rules dependent on items used,Various,Close proximity to Marker Always grants at least 2 effects within 6" Inchs to the side that has claimed the marker,
(Poisoned Ammo&Combat Blades +3) inside the Experiment Jar lies a poisonous substance allowing a gang to poison there weapons for a single battle,
If Master Crafted Weapons are Present BS+1 is Granted to a single man/marine,either boltgun/pistol and or lasgun/Pistol,
If Datapoints are Present,Calling down Non Scattering Drop Assaults,or Scattering Bombardments,and or mission critical info Effect is to gain victory points and or whichever side has claimed the marker at the end of the game wins,
If Saint Bones or holy icons/relics are Present,Invulnerable Save of +6 Is Granted to a single gang,
If Barbed Wire is present Allows the construction of "4 of barbed wire defences pre battle,
If Cursed Tome/Book Is Present an extra +3Psyhic Power/Mana Points are granted each turn to use more powerful spells.

Pallet of Gold Nuggets.
Super-loot,Worth a bounty of 3 Fuel Caches when captured during battle,can be hoarded/stashed at the gang hideout "Shadow War&Necromunda"

The Melta Bomb.
Can be captured and sold after battle,or used as is granting a single unit the use of a melta bomb.

Pallet of Rope.
Used to scale rooftops,cliffs,hills&mountains,buildings,can be sold after capture for a single fuel cache "shadow war" "necromunda",or used after battle to equip a single full size squad with "Clip harnesses"

Sign to Orknia.
Going the right way can be a powerful motivator to a lost ork,when within "12 gains +1 Initiative.

Seabase Fuel Tanks.
Fuel tanks containing special fuel used in large missile engines,can be destroyed having x2 structure & x1 armor point,explodes upon destruction causing 20points of damage in a large radius centered on the tanks."for use with hex based games"

Jewelry Store.
Worth a Bounty in Gold/Fuel/Credits when captured,additionally there is a chance one of the items is a rare and powerful relic that grants a single free magic attack at no cost of will/mana etc.

Barbed Wire Defences.
Easy and quick to deploy defenses and is used to deny infantry access to protected area's,can be destroyed having 3 structure points per base/section,can be shot though by infantry & small vehicles.

Pallet of Communications Gear.
Grants a one off Surgical-strike from concealed hunter killer missile silos scattered under imperial held planets,can target any unit in the battlefield with a single hunter killer.

War Memorial.
While within 6" of the Memorial Imperial loyalists gain a +1 strength bonus in close combat,fighting harder to emulate the deeds of them that have fallen,can be destroyed has toughness-4 wounds-2.

Communications Tower-B.
somehow The only structure to remain standing after a massive orbital bombardment is a vital communications tower linked to orbiting weapon satellites capable of launching accurate bombardments of there own,Alternatively used to call in accurate drop-pod & teleportation coordinates.

Ratskin Map.
Must be captured during battle "Necromunda" Gain access to hidden ratskin finds deep within long lost domes,various rewards,d6 1=Water Stash,2=STC Template,3=Two-Fuel Caches,4=Ammunition Manufactorum,5=Bionics,6=Gunshop.

STC Template.
Valuable in the extreme and as such can be sold for a total of 10 hoard items and equipment pieces,or 10 fuel caches,The template has toughness-2 and 1-wound it is very-old and fragile.

Sewer Key.
The caretaker of the sewers has lost the Master key to the citys lower level,when found and returned a reward of gold and or items is acquired.

Spirit Lantern.
Scares away bad spirits [evil] and as such counts as dangerous terrain while evil units move about within 12" of the lantern.

Pallet of AT & AP Landmines.
Can be captured and used in the following mission to lay a single "2 mindfield patch,of the type specified,AP-Frag,AT-Krak,
also being explosive in nature they can be detonated by firing at the mines in question,producing a large and powerful blast.

The Blacksmiths Hammer.
Someone has stolen the blacksmiths favorite hammer,upon tracking it down and fighting off a scouting party of goblins in old town,a reward in either,gold,credits,fuel,items,
Alternatively can be used as a close combat weapon with strength-4.

Thunder Scroll.
Grants the use of the Thunder spell,an area effect attack D12 hits,at strength 4,lightning can be split to attack 2units at one D6 hits each,all lightning strikes can be dodged but only on a d6 roll of 6.

Gunslingers Delight.
Upgrades one Gang member,single unit,to gunslinger,gaining additional pistols allowing multiple shots,at no credit cost,if the upgrade is not used it can be sold for 100Credits

Power to the People.
Grants a single ganger the ability to power a suit of powerarmor,can also be sold for 500credits due to its rarity "necromunda"

Vehicle Maintenance Pack.
Grants a restore of 1single point of hull/wound/hp alternatively can instantly patch a immobilized vehicle to moving status.

Summoners Ring of Darkness.
Rings from a forgotten time of gods&monsters grant extreme powers to those that wield them,allows the summoning of a variety of unusual and powerful monsters depending on ring type.

Boxes of Chocolates.
In the deepest darkest future chocolate is still much valued by commoners and elites alike,can be captured and is worth 100credits resale "necromunda"

Da Big Spanner.
Demanded by the chief mechboy in order to make da biggest stompa evar,A team of adventurous grots are tasked with running a gauntlet of enemy's in order to gather and return da big spanner,alternatively can be used to restore/repair a single ork vehicle by 1wound/structure/hit point etc.

Telescopic Sight Upgrade.
Upgrades a single unit with a Telescopic sight/scope weapon accessory free of cost."shadow war"

Imperial Arm Bionics.
Once captured grants multiple choice skills/upgrades dependent on bionic type,Imperial quality replacement limbs,upgrades a single unit with either,bionic legs or bionic arms free,if used on a ganger "necromunda" with arm/leg damage,the upgrade instantly recovers that units disability,
Additionally Hazardous Environment protection gear for 1 man is also included with the bionic upgrade.
(Rules for bionic arm/leg enhancement found in the old necromunda rules book)

Armorum Cherub.
Once captured grants a multiple use unit,it can fight as a close combat servo skull with Toughness-2 Wound-1 6+Save due to mechanical parts,and a move of "6,its other function is as an "Anti Stealth" Mobile Sensor,revealing all those within 12inch that hide from the blessings of the imperium.

The Bolter of Ages.
In order to gain the use of this special equipment item,a master crafted dark age of technology,boltgun,a trial of combat must first be passed,(close combat vs a Savage alien)
The item is worth a large credit amount 1000credits Necromunda&Shadow War,and can be fought over and captured or hoarded for later use or resale etc,Functions as a boltgun with +1Strength and AP That rerolls 6's.

Armourers Store.
Classic fantasy shop for the beginners and veteran adventures of all trades,if captured during battle can be sold for a bounty of credits,gold,fuel or whatever currency is used,if kept,grants shields "block/parry ability",improvised armours "leathers/chainmails",and occasionally a rare item such as mythril/adamantium,armour/gloves/boots.

The Generals Medals.
The general won't go anywhere without his/her collection of shiny shiny medals,imposing or inspiring to lesser ranked individuals,adding +1 leadership while claimed/captured to all basic troop types in that force.

Heavy Bolter Reload.
A single heavy bolter reload,"Shadow War"

Pallet of Camo Gear.
Grants a single squad or small vehicle the ability to hide,and an additional cover save in the open when the camo gear is in the field.

Ammunition Manufactorum.
Must be captured in the usual manner,can be hoarded or sold,The ability to create new ammo in the underhives is a prized commodity indeed,improves all ammo saves by 1 making any shell based weapon more reliable.

Holy Water.
Grants a special effect to combat knifes/blades when the holy water is captured,for a single battle melee weapons gain minus -1 Toughness to daemon or otherworldly beings.

Box of Purity.
Grants a single vehicle anti demon blessed weaponry,that gains +1Strength as a result of the purity sealed ammo,gun etc.

Smart Traps.
Able to decern friend from foe via mechanicus programming,only exploding when an enemy unit is within its blast radius,varable effects and payload,frag,krak,melta,gas using the profiles for the bomb type in question.

Unprogramed Servo Skulls.
Valuable for there parts in credits or fuel caches,and uses if reprogrammed by imperial or traitor forces,can be armed with a varity of equipment and weapons.

Necron Salvage.
Used to boast squad numbers with extra warriors by means of repair,moving into close range with Resurrection ability and reviving the unliving once more.

Tau Loot Markers.
Sump/Sewer Themed Tau loot markers,salvage after a battle,ork snazzgun bit gathering etc.

Pressure Plate Traps.
When within 3" Of a Pressure plate trap roll a D6 on a 4+ the explosives are triggered and detonate,with frag profile and small base radius

Imperial Mk-1 Cache.
Highest Quality Supplies from the now fallen "Cadia" Includes a Master Crafted Lasgun,Combat Shield,Frag Grenades.

Officio Assassinorum Mk-1 Cache.
Highest Quality Supplies from Terra itself,Includes A Master Crafted Pistol,Autocannon Ammo Drum,Medal,Auspex Scanner,Poison Dagger.

Tainted Boltguns.
x3 Grants a single demon boltgun with improved strength +1 but on a 6 to hit the gun explodes in warp flame the entity within killing the user outright for bad shooting.

Mutants.
Mutants both dangerous,tough and worth a bounty to scientists,Destructive:Can damage mechs with there mutant strength when in base-to-base contact 1structure damage per mutant group,negating armor,Tough:Classed as light armored infanty with 3structure&3armor per group 2points per mutant,If attacked by infantry can be captured when in close combat and sold to scientists for 500credits per mutant captured.

Snazzgun.
Does it shoot 50shots or 1 ork technology comes in many flavors,1/2 it fires as a heavy stubber,3/4 a autocannon,5/6 a lascannon,
comes with red dot & telescopic sight.

Head Scientist.
The Leader of a Tech Lab,Worth a large bounty of 2000credits if captured,Weak:has only 1structure point.


......................

Spoiler:
Tyranid Infestations.
Used in The old battle for Macragge box as spore mine spawning points,and in the lost patrol death in the jungle set as genestealer spawn points.
Have Toughness-5 Wounds-2 Weak to Flame Dies from 1 hit "kill it with fire".

Water Bottle Booby Traps.
Use in Citys of death & Necromunda,Acts as a Frag grenade in all respects,detonates when enemy moves within 1"

Night Vision Scanners.
Used to grant Night Vision Special Rule to friendly units within 6" of a Scanner.

Water Rations.
Used in loot missions,Gathering Supplies,Vital in Desert/ash waste etc.

Promethium Fuel Dump.
Used to grant the Torrent special rule to flame weaponry.

Fuel Tap Strategic Asset.
Strategic Asset Marker,Fuel Tap granting torrent to flamers.

Demo Charges.
Used to visually represent special weapons teams demo charges.

Scrap,Loot,Treasure.
Used in loot missions,Gathering Supplies for an upcoming campaign,can be melted down and sold for 10to100credits a marker Necromunda/Shadow War.

Necron Resurrection Orbs On Pedestals.
Strategic Asset Objective Markers for Necrons,idea was a newly awakened tomb without there lord still in stasis,somehow sends out a ark phalanx from its slumber to reclaim lost orbs of resurrection to fully awaken the lord for the next mission.

Observation Points.
Observation points,A scout squad would have to get to so many of these before the enemy kills them and then to a evacuation point having collected vital info on enemy movements.

Power Pack/s.
Used to power up comms arrays,shuttles,las weapons etc

Vox Radio/s.
Grants a one off orbital strike in custom citys of death games,or as a final objective such as calling a dropship to escape a doomed world.

Wooden Crates.
(Made from Balsa/Popsicle Wood cut to size with added waterslide transfers)
Numbered Crates,"sealed" used as objective markers.

Bunker Vent & Heatsink Complex.
City of death Mission,Based around opposing kill teams,one defending one attacking,vents lead to the underground of a Bastion or Factory or vital importance,the objective for the attacking team is to move into base contact with the main vent array and drop a fusion core,melta bomb etc down the small side vent killing the underground occupants and completing the mission.

Tyranid Digestion Pool Cluster.
City of death Mission these pools are vital to the tyranid infestation within the city,
two opposing teams one tasked with destroying the cluster with melta/krak bombs,while the defenders the tyranids are tasked with killing a number of enemy units x5 before returning to the pools with the bodies,which can then be used to feed the cluster,creating replacement tyranids as they are feed bodies,example a genestealer brood of x6 suffers 2 casualty's but kills 3 marines in cqb needing minimum of 2 for a replacement,and so can return to the pools to claim a replacement stealer.the battle go's on till one sides objective is met.

Hive Fungus Crop.
Necromunda Food Objective Markers,Harvested to sell for credits,and make powerful poisons and toxins,
which can also be used to upgrade weapons with poison effects.

Target Practice,Targets.
Necromunda/Shadow War Target Practice Markers,New Trainees/Juves etc can choose to get in some target practice before each mission if the want,gaining 1xp for each hit scored from firing lines,
designated buildings so on,and eventually after a set amount of hits gain better shooting skills,randomly determined for each member with 2D6 the number generated on the first ever target practice round is the amount needed to gain better BS.

Necron Spy Scarabs.
Necron Spy Scarabs.Posed in Sneaky looking positions for effect,Used to gather information and operational or structural weakness's in enemy forces,once retrieved by a necron unit,
that unit alters its programming with new tactical information Upgrading weapon damage/power,Strength+1 to Gauss weaponry,now being able to target critical weakness's.
Can also be used as the main mission objective,a necron kill team tasked with gathering several such Spy Scarabs and leave there side of the battlefield,gaining much needed information on the enemy.

Escape Hatchs.
Used as the sewer rats stratagem (citys of death)

Battletech,Coolant Tanks.
Each Base,Grants 1/2/4Points of Heat Level Loss per end phase to the claimed side,for a single mech,and can be destroyed,having 2structure points per tank.

Woodland Pitfall Trap/s.
Environmental hazards are common place on many death worlds and even the most primitive human can make this age old hunting tool,Used to Capture Food,and or enemy units,however friendly units can pull out the trapped when in close proximity to the pitfall trap/s.

Ork Racing Scarabs.
Auto Captured after Ork Victory vs Necron Tombs,Orks can re-purpose anything,scarabs are no exception to that rule and some intrepid mechboys have given them new programming and a new orky paintjob,then put them on the racetrack to make some teef,
[themed as if they are at a small orkish pit-stop] Equips a single ork boy or nob with a trusty scarab sidekick acting in all respects as an attack squig.

Black Ops Mk-1 Cache.
During high risk missions imperial spys often start without weapons "OSP" on site procurement,either by taking the enemys equipment,or using pre-prepared and hidden weapons caches,containing all the basic gear needed to start a black ops mission,
The Basic Mk-1 supplies include a lasgun with ammo,binoculars for observation,frag grenades,combat knife,a gas mask,and water/rations.Can be captured and sold after battle for 1 fuel cache "shadow war/necromunda"

VTOL Rearming Site.
Allows the equipping of small&medium bombs by aerospace units "battletech" ,both can be dropped by VTOLs that land at the rearming pad and load up with the chosen bomb type/s.

Ork Hunter Killer Missile Platform.
with half a bb added as the control dome or small aerials,adding card wings with straws as extra engines,with additional 25mm base with a unloaded vertical standing rocket on a small rack made from sprue with card feet)Can be used by human or ork forces to launch multiple missiles of questionable effect,it might melt a tank in one hit,kill a whole squad with frag,fly backwards or do nothing at all.

Necron Repair Glyph.
Restores the eldritch energys which the necrontyr use for repair,fixing damage/wounds suffered in battle with the living,only works when in close proximity and can be destroyed having T-6 and several wounds to destroy.

Necromunda RC Bomb Tanks,or Robots.
When in need an mechanically minded hive dweller can knock up some mini rc bomb tanks for there use in both sabotage and direct attack,can be sold or bought credits or fuel caches,or captured in warehouses,ammo dumps,archeotech hoards so on,can only be controlled by the gang specialist/s and act as either frag/krak/melta bombs with the same effects and strength.

Quest Notice Board.
The classic quest notice board,Used to activated missions/quests during the rearm phase in a home territory.

Demon Slayer Sword.
Deep in the Depths of the void at the highest peek of the endless mountaintops there lies a sword the demon slayer,Capable of wounding any demon on a 2+ regardless of saves,and grants a 3+ invulnerable save to the user.

Apothecary's Store.
Grants double strength and 6+ invulnerable save to the side that has captured the Apothecary's Store.

Lho-Leaf Herbs & Cigars.
Grants guardsmen improved accuracy,+1 Balistic skill,at the cost of -1 Initiative skill to a unit of no more than 10men,also worth alot at market,and can be traded for a fuel cache "shadow war".

Telescopic Sight Upgrade.
Upgrades a single unit with a Telescopic sight/scope weapon accessory free of cost."shadow war"

Pallet of Camo Gear.
Grants a single squad or small vehicle the ability to hide,and an additional cover save in the open when camo active.

Comms Nexus.
Comms Nexus Strategic Objective Markers,used to call in reinforcements after a turn in base contact with whatever force,also can be used as a one off,or multi use orbital/aerial strike beacon & vital objective containing important information.

Toxic Waste Pool Cluster. (NBC)
Toxic Waste Pool Cluster (NBC) [Nuclear,Biological,Chemical],Grants Special Rules to "6" Nearby troops,Dipping boltgun magazines shells explosives etc into the waste pools contaminating the ammo (Poisoned +4 Ammunition) [Special Use Strategic Markers]

Archeotech Datapoint.
Objective Marker,Battlefield Computer,Granting special rule to claimed side,orbital strikes,drops or bombard.

Night Vision Scanners.
Used to give night vision to close by troops within "6.

Necromunda Drinking Hole.
Underhive Settlements drinking hole,clean water in the underhive is worth regular revenue (produces credits) also a juicy target for enemy gangs to destroy or capture,a vital part of a outhole (settlement) an objective marker of much significance.

Chaos Sorcerer Upgrade.
Chaos Sorcerer Upgrade Used in Campaign Missions where a new Sorcerer rises to power opening a warp gate,alternatively used in Shadow War as a unit equipment upgrade marker,allowing the free use of a Sorcerer Specialist.

Chaos Nurgle,Objective Markers.
A Blight Grenade, also known as a Death Head of Nurgle, is a highly effective improvised grenade and chemical weapon utilized by the Plague Marines, Chaos Sorcerers and other devoted followers of Nurgle. Each is made from the decapitated head of a conquered enemy using an art the Death Guard Traitor Legion perfected long ago. Cultivating these contagions into explosive devices designed to wound and infect over a large area, Blight Grenades expose those who are injured by the corrupted pieces of plague-ridden shrapnel to the most deadly of toxins. Rules as Follows>> Captured in Missions (SWA,Necromunda,Kill Team) each unit being able to carry one marker each,benefit granted in the following mission,zombie juves/recruits gain Toughness & Miasma of Pestilence,But lose the ability to use Ranged weapons, Blight Grenade rules are in the most recent relevant codex,generally S3 AP- Assault&Defensive Blast,can be taken by Non nurgle devoted units,they are about to show there devotion to there new patron by using these weapons,and will become dedicated after being exposed to nurgles blessings.

Chaos Khorne,Objective Markers.
Chaos (Blood for the Blood God Skulls for the Throne)
Pools of khorne blessed boiling blood and gore slicked skulls from its throne,bestowing Furious Charge &or Rage special rules to traitor forces,
Can be used by non khornate units however after first use that unit becomes devoted,becoming a bezerker and being equipped as such,used in Necromunda,Shadow War,Kill Team Games.

Necromunda Isotropic Fuel Rod.
ISOTROPIC FUEL ROD.
This is the basic fuel rod used to provide power for
almost everything in the Underhive. Rods come from
uphive where they are made in Hive City, and
sometimes turn up as archeotech.

Special Rules
If a gang has a fuel rod it can convert any one piece of
territory into a Settlement. The gang sets up a small
out-hole in the waste using the fuel rod to power its
air-pumps, water still and generator. The fuel rod can
be used only once.

Additional Rules.(fan rules)
Can be Sold at a Trading Post,for 60+6D6 Credits.(alot) Dangerous Material,If dropped by a downed or fallen from height fighter,roll a D6 on a 6 the dropped rod becomes critical killing outright the carrying unit with intense radiation,no injury rolls,just dead,as well as acting as a rad grenade contaminating the area with hard radiation,contamination works like smoke grenades,or just use a large blast marker for a randomly determined amount of turns decided on a D6,example a result of 2,contamination lasts 2turns.

Necromunda Outhole Air Pump.
Follows similar rules to the bunker vents,only not in the ash wastes,this one is vital to a outholes air supply,and if destroyed it has T-6 & 4Wounds,it will destroy the outhole 2battles/missions after destruction unless paid to be repaired,Cost for repair (40credits)

Bangalore Torpedoes.
Bangalore Torpedoes (Explosives) Note the little connector rings that go with the tubes,used to clear/demolish minefields,razor wire,and trench sections,along with dig trenchs.
To be used by 40/30k specialists in necromunda or shadow war,for destroying obstructions,one use only as siege equipment at the cost of a demolition charge (imperial/astra) destroying 6" of obstructions.

History/Backround: Bangalore torpedoes are an explosive charge placed within one or several connected tubes.
It is used by combat engineers to clear obstacles that would otherwise require them to approach directly, possibly under fire.

Medicae Auto Doctor.
Any Fighter within 2" May elect to heal 1wound on the table by giving up there turn,if downed fighters can crawl up to within 2" of it they can be returned to duty in the same time frame,however there is a chance the old machine will malfunction and every time it is used roll a D6,On a 6 the machine slipped and took an eyeball out causing 1 Wound,on a 5 it used the wrong medication and the fighter gains Frenzy until becalmed by buddy's (slapped) ,As Well as gains back 1 Wound,
If the Auto Doc test is passed and a fighter healed,they gain feel no pain for 2turns after,due to the mass of chemical pain inhibitors in the fighters blood.
Additional rules:If used in conjunction with a Servo Skull Doctor In Base To Base Contact,Said Skull can Plug into the auto doc,eliminating the need for a malfunction roll,the skull cannot do anything when administering to the auto docs worn old circuits.
This Piece of Equipment is Much Valued by all imperial citizens,one has been un-ashed from a hive dome,old medicae sector,misplaced supply drop etc,and if captured and wheeled away,off a friendly board edge,it can after each battle restore wounds and raise downed fighters for a small credit fee used to power the medicae tools,-15 Credits per wound,-10 to raise a downed fighter no roll required if fee paid.

Water Storage Cache.
Water Storage Cache.
Found in an unashed hive done,or belonging to A Gangs/Kill Teams personal Water stash containing several barrels filled to the brim with h2o,when found by an enemy force a fight is fated to happen,with the destruction or capture of the life giving liquid as priority,it has Toughness-4 and 3Wounds before destruction,and can be captured by moving it slowly towards a friendly battlefield edge,
Moving at 3"inches per turn,no shooting allowed as moving all the supplies is that units prime focus,worth a considerable amount of credits once found or captured 75credits+2D6.
Alternatively can be Drained in the same way as Shadow War Promethium Tanks,placing several counters ontop representing 10credits each.

Blessed Artillery Shells.
Uses include Large fixed gun or Basilisk ammo,can be destroyed T5 1wound,Creates an Apocalyptic class Blast,And
Worth 100credits if captured in the usual way and sold after battle,Allows a single Large Caliber gun to have +2 Strength Against Chaos Targets.
Holy Enhanced Earthshaker Cannon Ammo,The purity seals are made with green stuff.

Promethium Deposits.
Natural raw and untapped oil,used to power the war machines of man and xeno alike,however not without risk,
can be harvested for 50credits after each battle in the rearm phase (shadow war,necromunda,kill team)
The risk is that of both drowning in the tar like substance,or blown up by a released pocket of natural gases,each harvest roll a D6 on a 5 the harvester fell in and drown,on a 6 the deposits explode with a large blast S4 AP6,Measured from either the large pool or the 3 smaller pool's.

Missile Launcher + Super Krak Upgrade.
Shadow war Price-tag Used or if you prefer necromunda rules and weapon costs use them,also makes for a chunky loot marker.

Fallout,Necromunda Steel Ingot Objective Markers.
The mission feed the furnace! the objective shiny steel ingots.

Abandoned Heavy Bolter.
An Out of ammo Heavy bolter can be looted by gangers fighters etc,For credit currency and or weapon upgrade,possible use as part of a salvage mission to gain a specialist ganger,or taking place after a big battle as significant loot.

Cursed Flamer.
Imprisoned in its own personal cage this unholy weapon is tained by a warp entity,And as such has the soulburn,witchfire and or poison or torrent special rules.

Woodland Pitfall Trap.
Environmental hazards are common place on many death worlds and even the most primitive human can make this age old hunting tool,Used to Capture Food,and or enemy units,however friendly units can pull out the trapped when in close proximity to the pitfall trap/s.

Woodland Tripwire Trap.
Environmental hazard the kind of traps commonly employed by human forces such as catachan jungle fighters,who set up ambushes and cover there retreat by laying down,
simple but effective traps across the trails used for escape,lethal effect using frag grenade rules when triggered on a D6 roll of the trap layers WS.


......................

Spoiler:
Pallet of Siege Supplies.
Allows the construction of a single line of 6" of Razor Wire Defenses,in the following battle after the pallet is captured.

Pallet of Frag Grenades.
Grants x2 squads 20 units max,a frag grenade upgrade,alternative use can be sold after capture and battle,for credits using necromunda/shadow war rules/cost.

Battletech,Civilians&Scientists.
Can be destroyed both types having 2structure points,can be captured in certain missions,Capture enemy scientists,Protect science department staff,Rescue&evacuate civilian population,Destroy civilian population,etc.If playing in a campaign,Both have warchest point/credit values,10k-C/1k-WP Per Civilians,100K-C/5k-WP Per Scientists.

Battletech,Mech Ammo Stacks.
Each Base,Grants an extra 2Points of potential damage at all usable ranges,to the mech that has claimed an ammo marker,and can be destroyed,having 2structure points,
if destroyed explodes with a damage of 5 +1 critical,and a radius of 4" inches.

Battletech,Coolant Tanks.
Each Base,Grants 1/2/4Points of Heat Level Loss per end phase to the claimed side,for a single mech,and can be destroyed,having 2structure points per tank.

Pallet of Hotshot Ammo Packs.
Acts as a Hotshot upgrade for basic troops wielding standard las weapons,Gains AP- (Armour Piercing) +S (Strength),a single squad is upgraded free with hotshot ammo for 1 battle only,the palletful of power packs are burned out from overcharging after that timeframe.

Pallet of Gas Canisters.
Grants a single squad gas grenades of a randomly determined type chosen by a D6 roll,example 1/2 Choke,3/4 Hallucinogen,5/6 Smoke,follows necromunda rules for size,drift,time it lasts etc,can be sold after capture for credits.
(Complete with actively burning cannister,to represent the center of the generated gas cloud)

Necron Emerald Pile.
Necron Technology is partly crystal based,harvesting of new crystals allows the overcharging of necron powercells using the new fresh crystals,when within "12 necron weapons are even more deadly +1 Strength to necron warriors gauss flayers,The piles are however fragile and easy to destroy,having Toughness-2 Wounds-1 "immune to laser based weapons which reflect rather than hit.

IED Booby Traps.
Powerful Explosives remote or timed Detonation Modes,On command or at a set turn,Large Blast when activated S9/AP-3,Generally used in citys of death as area denial/demolish equipment,
And to reduce the population of any standing structure by collapsing it on the enemy,If used in that way always results in a collapse,due to the device being placed at a structural failure point.

Underhive Gunshop.
Grants a single unit a Gunslinger Skill Upgrade Necromunda Shadow War plus upgrades existing weapon to master crafted free + a reload,can be captured sold after battle.

Pallet of Krak Grenades.
rants x2 squads 20 units max,a Krak grenade upgrade,alternative use can be sold after capture and battle,for credits using necromunda/shadow war rules/cost.


This message was edited 2 times. Last update was at 2018/02/14 16:31:55


   
 
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